#version 330 core

layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
layout (location = 2) in vec2 aTexCoord;

//for color
out vec4 vertexColor;

//for texture
out vec2 TexCoord;

//for rotate
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 transform;

void main()
{
	gl_Position = projection * view * model * vec4(position, 1.0);
	vertexColor = vec4(color, 1.0);

	TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}